chapter thirteen Flashcards

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1
Q

decision

A
  • process of selecting between alternatives
  • i.e. considering whether one should eat a sandwich or pizza
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2
Q

reasoning

A
  • process associated with decision making
  • i.e. the food item that looks freshly made would likely taste better
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3
Q

judgement

A
  • a decision that is made
  • i.e. select the pizza that looks freshly made
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4
Q

inductive reasoning

A
  • reasoning based on observation and evidence
  • conclusions probably true
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5
Q

strength of an inductive argument based on:

A
  • representativeness of observations
  • number of observations
  • quality of evidence
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6
Q

heuristics

A
  • “rules of thumb”; what worked in the past will work for the current problem
  • i.e. availability and representativeness heuristics
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7
Q

availability heuristic

A

events that are more easily remembered are judged as more probable events that are less easily remembered

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8
Q

representativeness heuristic

A

estimate probability by evaluating how similar it is to a prototype

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9
Q

conjunction rule

A

probability of conjunction two events cannot be higher than the probability of the single constituents

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10
Q

factors that could impact judgement

A
  • law of large numbers
  • myside bias
  • confirmation bias
    -illusory correlation
  • base rate
  • backfire effect
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11
Q

law of large numbers

A

large random sample drawn from a population will be more representative of that population

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12
Q

myside bias

A

evidence is evaluated in such a way that it aligns with one’s own opinions and attitudes

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13
Q

confirmation bias

A

selectively searching for information that conforms to one’s own beliefs

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14
Q

illusory correlation

A

perceiving an association between two events when there is no relationship or, the relationship is weaker than what one thinks

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15
Q

base rate

A

relative proportions of different classes in the population

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16
Q

backfire effect

A

tendency for one’s viewpoint to become stronger when encountering facts that oppose their viewpoint

17
Q

deductive reasoning

A

determining if a conclusion logically follows from statements (aka premises)

18
Q

syllogism

A

consists of 2 premises and a conclusion

19
Q

categorical syllogism

A
  • premise and conclusion begin with the term, all, none, or some
  • premise 1: all birds are animals (all A are B)
  • premise 2: all animals eat food (all B are C)
  • conclusion: therefore, all birds eat food (all A are C)
20
Q

mental model approach

A

construction of a mental model or, iimagined representation (mental images) of the situatino to help solve a reasoning problem

21
Q

conditional syllogism

A
  • premise 1 starts with “if… then”
  • premise 1: if a buy a car, then i’ll have less money
  • premise 2: i bought a car
  • conclusion: therefore, i’ll have less money
22
Q

utility

A

desired outcome because it is in one’s best interest

23
Q

expected utility theory

A

people are rational so when all relevant information is known, a decision will be made that results in the maximum expected utility
problems with utility approach

24
Q

problems for utility approach

A
  • not necessarily money, people find value in other things
  • many decisions do not maximize the probability of the best outcome
25
Q

decisions guided by expected emotions

A
  • predicting how one would feel about a particular outcome
  • people are inaccurate with predicting emotions
26
Q

decisions guided by incidental emotions

A
  • emotions unrelated to decision making, such as your optimism (personality), calming music (environment), dealing with a shitty customer (recent experience)
27
Q

opt-in procedure

A

choice presented with an “opt-in” option

28
Q

opt-out procedure

A

choice presented with an “opt-out” procedure

29
Q

status quo bias

A
  • people often have it
  • tendency to do nothing when faced with making a decision
30
Q

framing effect

A
  • the way a situation is worded (ramed) influences decision making
  • you can word a situation to make it sound positive or negative
  • risk aversion/taking strategy
31
Q

risk aversion strategy

A

used when a problem is stated in gains

32
Q

risk taking strategy

A

used when problem is stated in terms of losses

33
Q

neuroeconomics

A
  • study of decision making that combines psychology, neuroscience and economics
  • finding from neuroeconomic research is that decisions are influenced by emotions and that, the emotions are associated with specific brain areas
34
Q

samfey et al.

A
  • ultimatum game
  • proposer offers to split sum of money and responder accepts/rejects the offer
  • findings show that responders tend the reject low offers because they were angry about the unfairness
  • strong activation in right anterior insula (associated with pain) during rejecting
  • more likely to accept a computer